Academic literature on the topic 'Experience design'

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Journal articles on the topic "Experience design"

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McLellan, Hilary. "Experience Design." CyberPsychology & Behavior 3, no. 1 (February 2000): 59–69. http://dx.doi.org/10.1089/109493100316238.

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李, 晓娜. "Experience Design of Lights Based on User’s Behavior." Design 03, no. 03 (2018): 65–70. http://dx.doi.org/10.12677/design.2018.33011.

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Urban, Andrzej. "Kształtowanie bezpiecznych przestrzeni – doświadczenia edukacyjne w Polsce na podstawie doświadczeń europejskich i amerykańskich." Przegląd Europejski, no. 2-2020 (June 8, 2020): 151–61. http://dx.doi.org/10.31338/1641-2478pe.2.20.10.

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The main aim of the article is to identify and analyse the use of American and European experience in the environmental design of safety and security places with reference to police teaching in Poland. Based on theoretical methods, the article describes the activity of the Polish Police in crime prevention through environmental design, including educational component. Furthermore, the article refers to changes in the study programme in the field of internal security and to the social crime prevention programme called ”Safer together” as a potential source of national regulations and indications of environmental design.
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Chowdhury, Sajal, Masa Noguchi, and Hemanta Doloi. "Domestic Environmental Experience Design." Encyclopedia 1, no. 2 (June 21, 2021): 505–18. http://dx.doi.org/10.3390/encyclopedia1020042.

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The term ‘domestic environmental experience’ was defined as users’ experiences of cognitive perceptions and physical responses to their domestic built environments. Domestic environments can be enriched through the implementation of environmental experience design (EXD) by combining users’ environmental, spatial and contextual factors that may accommodate occupants’ needs and demands as well as their health and wellbeing. Here, an EXD theoretical concept has been developed based on the ‘User-Centred Design’ thematical framework.
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田, 蕴. "Research on Reading APP Design Based on User Experience." Design 08, no. 04 (2023): 3895–905. http://dx.doi.org/10.12677/design.2023.84480.

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Bodur, Gizem, and Dilek Akbulut. "Transferring Experience in Industrial Design Studio Education." Journal of Design Studio 4, no. 1 (July 10, 2022): 63–80. http://dx.doi.org/10.46474/jds.1095257.

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Design studio courses are the basis of industrial design education. The product design projects carried out by academic and private sector experienced full-time and part-time instructors are shaped inline with the domain and experience of the lecturers. Assessment criteria may also change with the content of each product design project implemented. Instructors convey the values and approaches they consider to the students through the teaching methods they prefer throughout the process. In the industrial design studio education, where teaching takes place through experience transfer, different types of experience and knowledge are brought together by instructors and students collaboratively throughout the process. Within the scope of the study, the different approaches of the full-time and parttime instructors in the project development processes in the product design studios were examined through the professional domains and experiences of the instructors in Turkey. In order to do so, a survey was conducted with both parties. The collected data were analysed with the Chi-Square Independence test, and significant relationships were determined between the experiences, teaching methods, and design process approach of full-time and part-time instructors carrying out the product design studio. Participants’ opinions about design techniques, design assessments and shortcomings of education were listed in the table and the distributions of the answers were shown. In this direction, evaluations and suggestions regarding the transfer of experience in product design education have been shared.
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刘, 琦. "Interface Design in Virtual Exhibition Hall from the Perspective of Experience Design." Design 09, no. 01 (2024): 1264–69. http://dx.doi.org/10.12677/design.2024.91152.

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Meloncon, Lisa K. "Patient experience design." Communication Design Quarterly 5, no. 2 (August 4, 2017): 19–28. http://dx.doi.org/10.1145/3131201.3131203.

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BOWE, MEGAN, and AARON SILVERS. "Experience Design Modeling." Ethnographic Praxis in Industry Conference Proceedings 2012, no. 1 (October 2012): 318–20. http://dx.doi.org/10.1111/j.1559-8918.2012.00034.x.

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Frith, Karen H. "User Experience Design." Nursing Education Perspectives 40, no. 1 (2019): 65–66. http://dx.doi.org/10.1097/01.nep.0000000000000451.

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Dissertations / Theses on the topic "Experience design"

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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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Gomez, Rafael. "Experience design and automotive design." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16172/1/Rafael_Gomez_Thesis.pdf.

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This thesis centres on experience design and automotive design. The aim is to investigate the emotional experience of the driving activity. The research question driving the study is: "How can experience design influence the driving activity?" Experience design proposes to explore emotional aspects of interactions in context. A model of the human-product-environment relationship, using activity theory as its foundation, is presented. The model is used to situate the overall experience of driving. An experiment exploring the overall emotional experience in real driving situations was conducted. Participants were required to drive around a specified route while performing particular tasks with the vehicle interface. A data triangulation approach was employed involving interviews, think-aloud protocols and observations. Findings indicate that context together with the emotional state of the driver before driving impacts the overall emotional experience. Positive emotional states before driving with no interaction challenges in high-traffic contexts generated neutral overall experiences. However, positive emotional states before driving with interaction challenges in high-traffic contexts generated negative overall experiences. Negative emotional states before driving combined with interaction challenges in high-traffic contexts generated positive emotional experiences. It appears that positive emotions associated with overcoming challenging interactions in high-traffic contexts reflect positively on the overall experience. Emotions elicited in low and mediumtraffic contexts did not affect the overall experience. Another finding suggests that extended visual interaction with interface in high-traffic context generates negative emotions. It is proposed that vehicle interfaces should adapt appropriately to their surrounding context to support positive (and avoid negative) emotional experiences. In low and medium-traffic contexts interfaces may encourage interactions. In high-traffic contexts, if the driver is in a positive emotional state before driving interfaces may discourage challenging interactions. If the driver is in a negative emotional state before driving the interface may encourage challenging interactions. In conclusion, this study proposes the application of current and upcoming technologies for future automotive interiors to enhance positive (and reduce negative) emotional experiences within the driving activity.
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Gomez, Rafael. "Experience design and automotive design." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16172/.

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This thesis centres on experience design and automotive design. The aim is to investigate the emotional experience of the driving activity. The research question driving the study is: "How can experience design influence the driving activity?" Experience design proposes to explore emotional aspects of interactions in context. A model of the human-product-environment relationship, using activity theory as its foundation, is presented. The model is used to situate the overall experience of driving. An experiment exploring the overall emotional experience in real driving situations was conducted. Participants were required to drive around a specified route while performing particular tasks with the vehicle interface. A data triangulation approach was employed involving interviews, think-aloud protocols and observations. Findings indicate that context together with the emotional state of the driver before driving impacts the overall emotional experience. Positive emotional states before driving with no interaction challenges in high-traffic contexts generated neutral overall experiences. However, positive emotional states before driving with interaction challenges in high-traffic contexts generated negative overall experiences. Negative emotional states before driving combined with interaction challenges in high-traffic contexts generated positive emotional experiences. It appears that positive emotions associated with overcoming challenging interactions in high-traffic contexts reflect positively on the overall experience. Emotions elicited in low and mediumtraffic contexts did not affect the overall experience. Another finding suggests that extended visual interaction with interface in high-traffic context generates negative emotions. It is proposed that vehicle interfaces should adapt appropriately to their surrounding context to support positive (and avoid negative) emotional experiences. In low and medium-traffic contexts interfaces may encourage interactions. In high-traffic contexts, if the driver is in a positive emotional state before driving interfaces may discourage challenging interactions. If the driver is in a negative emotional state before driving the interface may encourage challenging interactions. In conclusion, this study proposes the application of current and upcoming technologies for future automotive interiors to enhance positive (and reduce negative) emotional experiences within the driving activity.
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Park, Ji Yong, and n/a. "Interactive user experience design : creating an effective online experience." Swinburne University of Technology, 2007. http://adt.lib.swin.edu.au./public/adt-VSWT20071004.120754.

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Designing for user experience is central to good web design, particularly in e-commerce settings. However, the relevant dimensions and processes of designing for user experience have been variously defined. This project develops an approach to web design that defines the key dimensions of user experience, including interactivity, participation, and flow, and web site design of the user experience. The idea of Interactive User Experience Design is advanced as a model for designing from the perspective of user experience. The project reviews relevant dimensions of user experience, proposes a model integrating key design dimensions of this experience, surveys design literate university students on effective online experiences, and develops a prototype for a hypothetical commercial web site that incorporates elements of co-creation and identity play. This practice-based project contributes a new proposal for web-based design and new knowledge in the form of an approach to user experience design.
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Findik, Nur. "Design Of Experience Sampling Tools For Reporting Student Experience In Design Education." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614957/index.pdf.

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Considering the continuous design activities that are performed throughout the design projects, design students go through several stages of decision makings, and sometimes they experience problematic situations in between consecutive supervisory meetings. Revealing all experiences during the discussions with supervisors, thus communicating the ideas could be sometimes difficult. In order to provide a better guidance, it is also important for supervisors to understand students&rsquo
process in between these meetings. There are available tools used in the fields like education or health in order to monitor an individual&rsquo
s daily life in relation to the context (e.g. time, place, activity) and personal circumstances (e.g. emotions, feelings, ideas). These tools are developed based on experience sampling method (ESM), a research method focus on collecting self-reported data from participants in order to measure their daily life experiences, especially during a long period of time. Since the target group and experience has different characteristics for each context, design of experience sampling tools are also gaining importance to address these specific experience according to individuals&rsquo
needs and expectations. Aiming at assisting design students to do regular self-reporting on their experiences, this study presents a background research for designing experience sampling tools that would be used by students and supervisors to keep track of students&rsquo
experiences throughout design projects. In this sense, this study intends assisting students self-reporting activities, translate the main design requirements of experience sampling tools into the context of design projects, as well as revealing guidelines for the future implications of ESM tools in design education
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Wang, Nan. "Mody : a smart commuting experience." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172962.

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Due to the current urbanization trend, people are spending more time than ever on their daily commute. However, commuting in megacities often results in irritating scenarios. Especially when using public transportation. This project tried to provide an alternative way of commuting that would allow people to refresh themselves during the journey and prepare for their activities in the best way possible. Rather than looking at the commute as a transition from A to B, this project tried to envision different scenarios of daily life and implement smart solutions that would enhance the experience through seamlessly integrated technologies—based on the technological expertise from the sponsor Huawei. In this concept, smart sensors combined with data collection would provide a tailored experience for the customer at different depth levels. The process includes brand research and topic selection to set up the design goal. Basing on the valuable material got from the first step, the design moved to the next step and tried to find the solution for the thesis topic. This is processed by gathering information from the website, brainstorming the ideation. Then the author built up the prototype by sketching, rendering, and 3D modeling. The user experience got developed basing on the robust design. The author started with user research and analyzed and set up personas. The result is an interior design concept with a particular focus on its interaction and user experience. The seating position supports the user experience by changing in harmony with individual preferences and time of the day. Three unique travel modes provide different levels of control over the overall experience based upon the user's request and their trust in the smart system.
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Hager, MaryAnn. "Experience and design : refined experience of natural context and the architectural design process." Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28132.

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This inquiry explores the experience of natural context, and the implications of refined awareness for the architectural design process. Firstly, it consists of the Theoria; a description of experience as generic. Secondly, it consists of the Praxis; my own experiential descriptions of natural context with concomitant design explorations. Thirdly, it consists of the Thesis; a description of design experience as generated by the refined experience of natural context. The Thesis describes the following intrinsic traits of design experience: a poignant design trigger (punctum); the inextricable co-presence of actual with potential experience; the subtle rhythm of focus with emanation; and spontaneous continuity. These traits are distinctive to a design process tempered by refined experience. This inquiry is written by a designer for the designer. The research method is direct experience, both of the natural context and of the design process. The discourse is first person descriptive. The inquiry adopts the premise that direct experience and personal discourse are valid bases for communication on an essential level. The intention is to speak to the designer through vicarious experience rather than through the acceptance of a hypothetical argument. This inquiry focusses on the early stages of design experience. In terms of the traditional design process, I have focussed on the pre-design stage, design inception and early sketch development. Further stages of the process, including the act of building, remain for further study.
Applied Science, Faculty of
Architecture and Landscape Architecture (SALA), School of
Graduate
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Draper, Christijan D. "Ships Passing in the Night? E-Learning Designers' Experiences with User Experience." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5487.

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This qualitative study investigated the extent to which a diverse sub-set of e-learning designers were aware of UX principles and practices, where their e-learning design practices overlapped with established UX practices, and where UX principles might benefit e-learning designers. E-learning has grown dramatically as an area of focus in instructional design within the last decade and a half. This growth suggests a need for a better understanding of design tools, concepts and principles that can guide an e-learning designer to design better and more effective instruction. One field of design that has potentially had an impact on e-learning design recently is user experience (UX) design. Both fields of UX and e-learning are concerned with designing interactions with technology, but while there are some shared ideas and terms between the two, there has been no research into the perceptions and understanding of UX tools by practicing instructional designers. Nine professional e-learning designers were interviewed to understand their perspective and experience.The findings of this study resulted in four themes and several subthemes. In general the participants of the study were not familiar with the formal practices of UX design. Many were also not familiar with several of the seminal works of the UX design field. The emergent themes suggest there are similar concerns between UX design and e-learning design. There were varying perceptions of the role of an e-learning designer as well as a broad spectrum of perception of what qualifies as good e-learning design. Participants reported the e-learning design field has numerous practitioners who lack formal training in instructional design principles in addition to limited training in other design disciplines. Participants also discussed constraints that could impact their ability to embrace UX practices. Findings suggest e-learning design practitioners and students of the field would likely benefit from a greater awareness of, or even formal training in UX practices. Additional research into the shared practices of UX and e-learning design could also likely open new opportunities to advance the practice of e-learning design.
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Tucker, Matthew R. (Matthew Ryan). "The imperative of experience and strategies for designing experiences at scale." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113533.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, System Design and Management Program, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 76-80).
In recent years, intense competition, fueled in large part by globalization and digitalization, has been accelerating the process of commoditization of products and services. Even when design is deployed to shape the product and distinguish it from competitors, the design often remains product-centric and easy to replicate. These dynamics have created an abundance of material wealth in developed economies, and people are often choosing to devote discretionary income to paying for fulfilling, unique experiences. In response, more companies are beginning to offer experiences to their customers as a way of differentiating themselves. Experiences, first recognized as a distinct economic offering in the late 1990s, are more holistic and subjective than products or services, appeal to higher order needs than the purely functional, and facilitate the development of customer-company relationships in place of transactional exchanges. The imperative of offering experiences presents significant challenges for nearly all companies, as they will be required to shift from being product-centric to being customer-centric. Recognizing that experiences reflect many technology products in their complexity, this thesis seeks to combine the fields of human-centered design and systems design to make experience design more accessible to all companies. Then, based on analysis of design systems and transmedia, it presents the concept of creating a design platform that permits extension and further development of the experience. This strategy balances consistency with the ability to respond to customer needs and adoption of new technology platforms. Finally, ideas for future research into this nascent field are presented.
by Matthew R. Tucker.
S.M. in Engineering and Management
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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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Books on the topic "Experience design"

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Hassenzahl, Marc. Experience Design. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6.

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Shedroff, Nathan. Experience design. Indianapolis, Ind: New Riders, 2001.

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Marcus, Aaron, ed. Design, User Experience, and Usability: Interactive Experience Design. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3.

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Marcus, Aaron, ed. Design, User Experience, and Usability. User Experience Design Practice. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07638-6.

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Scott, N., J. Gao, and J. Ma, eds. Visitor experience design. Wallingford: CABI, 2017. http://dx.doi.org/10.1079/9781786391896.0000.

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Wright, Peter, and John McCarthy. Experience-Centered Design. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02192-3.

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Spence, Jocelyn. Performative Experience Design. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28395-1.

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Kim, Jinwoo. Design for Experience. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-14304-0.

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Vermeeren, Arnold, Licia Calvi, and Amalia Sabiescu, eds. Museum Experience Design. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-58550-5.

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Moser, Christian. User Experience Design. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-13363-3.

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Book chapters on the topic "Experience design"

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Beard, Colin. "Experience Design." In Experiential Learning Design, 101–23. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003030867-5.

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Beard, Colin. "Experience Design." In Experiential Learning Design, 69–100. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003030867-4.

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Beard, Colin. "Experience Design." In Experiential Learning Design, 124–49. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003030867-6.

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Eggen, Berry, and Steven Kyffin. "Experience Design." In True Visions, 359–76. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/978-3-540-28974-6_19.

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Hassenzahl, Marc. "A Model of Experience." In Experience Design, 66–94. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6_4.

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Hassenzahl, Marc. "Crucial Properties of Experience." In Experience Design, 14–51. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6_2.

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Hassenzahl, Marc. "Three Good Reasons to Consider Experience." In Experience Design, 52–65. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6_3.

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Hassenzahl, Marc. "Reflections on Experience Design." In Experience Design, 95–126. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6_5.

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Hassenzahl, Marc. "Follow me!" In Experience Design, 1–13. Cham: Springer International Publishing, 2010. http://dx.doi.org/10.1007/978-3-031-02191-6_1.

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Moser, Christian. "Visual Design." In User Experience Design, 181–218. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-13363-3_9.

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Conference papers on the topic "Experience design"

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Dalsgård, Peter, and Kim Halskov. "Real life experiences with experience design." In the 4th Nordic conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1182475.1182510.

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Kocsis, Anita, Linus Tan, and Virpi Roto. "Experience-informed design: Information exchange to and from diverse experience research." In 7 Experiences Summit 2023 of the Experience Research Society. Tuwhera Open Access, 2024. http://dx.doi.org/10.24135/7es.12.

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Designing with experiences is integral, but when done casually, can lead to haphazard outcomes. The loss in translation of experiences from context and discipline through design research risks devaluing the significance of design research epistemologies. This research elaborates the issue of using experience as data, inputs, inspirational source in design research methods, then proposes the research needed to improve the rigour of using experience in the design process.
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Potts, Liza, and Gerianne Bartocci. "Experience Design." In the 27th ACM international conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1621995.1621999.

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Westling, Carina E. I., James K. Ackah, Carlos P. Santos, Nachiappan Chockalingam, and Harry J. Witchel. "Experience Design." In ECCE '16: European Conference on Cognitive Ergonomics. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2970930.2970936.

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Tan, Linus. "Integrating the Theory of Experience into architectural design workflow." In 7 Experiences Summit 2023 of the Experience Research Society. Tuwhera Open Access, 2024. http://dx.doi.org/10.24135/7es.6.

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This research demonstrates how I introduced the Theory of Experience (Roth and Jornet, 2013) to create a novel architectural design process in a design studio context. Architects often seek to create spaces that not only fulfill functional requirements but also evoke memorable experiences for users. During the concept design phase, architects imagine and translate spatial experiences into architectural proposals. To conceptualise these spaces, they study precedent projects to inform their spatial design. However, these studies are often based on visual images found online, and the architects themselves may not have visited or experienced these projects in person. The Theory of Experience emerges as a valuable framework to assist architects in considering various experiences to inform their design and enrich their design process. This design-led research presents a new architectural design workflow that is built upon the Theory of Experience for architectural designers to explore and examine a range of experiences to inform their design. This new process was tested with postgraduate architecture students over a three-month period. The findings showed that time-based experience data had greater impact on the design proposals than space based experience data. These findings suggest designers may rely on time-based experience data to inform their design narratives and increase emotional arousal.
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Prabhakar, Sattiraju, and Ashok K. Goel. "Using diagnostic experiences in experience-based innovative design." In Aerospace Sensing, edited by Gautam Biswas. SPIE, 1992. http://dx.doi.org/10.1117/12.56906.

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Wei, Dingyi, and Ava Fatah gen. Schieck. "Exploring Interaction with Installations: Intended Experience vs Actual Experience." In Design Computation Input/Output 2020. Design Computation Ltd., 2020. http://dx.doi.org/10.47330/dcio.2020.vjhp5664.

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Mannonen, Petri, Maiju Aikala, Hanna Koskinen, and Paula Savioja. "Uncovering the user experience with critical experience interviews." In OzCHI '14: the Future of Design. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2686612.2686684.

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Kitson, Alexandra, Elizabeth Buie, Ekaterina R. Stepanova, Alice Chirico, Bernhard E. Riecke, and Andrea Gaggioli. "Transformative Experience Design." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3311762.

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Morville, Peter. "Experience design unplugged." In ACM SIGGRAPH 2005 Web program. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1187335.1187347.

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Reports on the topic "Experience design"

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Roth, Christian. Design of the In-vehicle Experience. SAE International, June 2022. http://dx.doi.org/10.4271/epr2022012.

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The in-vehicle experience, both physical and digital, is increasingly the differentiating factor between vehicles. Since touch displays, smart surfaces, and internet connectivity are present in most vehicle segments, the growing resemblance of in-vehicle experiences with mobile experiences leads to user expectations on par with smartphones. While manufacturers are faced with providing suitable service offerings that are safe to use, they must also identify services to exclude or limit, without encouraging drivers to resort back to their mobile devices. This increasingly complex in-vehicle experience design process is being shaped by new stakeholders, including operating system providers and application developers. Design of the In-vehicle Experience examines the challenging and changing relationships between manufacturers (that lack in software development and mobile experience design skills) and new stakeholders (that lack the decades of experience designing for the driving context). The report also discusses augmenting and expanding existing guidelines and best practices to address the challenges of modern in-vehicle experience design.
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Colina Unda, Vanessa. Citizen Experience Design for Digital Transformation. Inter-American Development Bank, April 2021. http://dx.doi.org/10.18235/0003194.

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How many times have you heard the term "human-centered design"? How about "human-centered technology"? These terms are often used interchangeably in conversations involving digital transformation. The purpose of this paper is to provide a path for policymakers to start considering user-centric design to better understand citizens characteristics, challenges, and needs. The guidelines and case studies presented here are meant to be timeless, high-level, and strategic. There is a focus on principles throughout the publication that can be used and adapted for any particular starting point. The paper also describes suggested metrics to measure and improve the quality of the citizen experience.
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Marshak, Ronni. How to Think About Your Customer Experience and User Experience Design Strategy. Boston, MA: Patricia Seybold Group, June 2011. http://dx.doi.org/10.1571/psgp06-23-11cc.

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Rickerson, Wilson, Jason Gifford, Robert Grace, and Karlynn Cory. Geothermal FIT Design: International Experience and U.S. Considerations. Office of Scientific and Technical Information (OSTI), August 2012. http://dx.doi.org/10.2172/1050768.

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Seybold, Patricia. Design Your Quality of Customer Experience (QCE) Scorecard. Boston, MA: Patricia Seybold Group, March 2005. http://dx.doi.org/10.1571/bp3-24-05cc.

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Li, Guanglei. Sleep-guided enhancement and user interface experience design. Ames (Iowa): Iowa State University, December 2022. http://dx.doi.org/10.31274/cc-20240624-1293.

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Hockert, John, and Roberta L. Burbank. Safeguard By Design Lessons Learned from DOE Experience Integrating Safety into Design. Office of Scientific and Technical Information (OSTI), April 2010. http://dx.doi.org/10.2172/1018165.

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Sumner, Jenny, Lori Bird, and Hillary Smith. Carbon Taxes. A Review of Experience and Policy Design Considerations. Office of Scientific and Technical Information (OSTI), December 2009. http://dx.doi.org/10.2172/1219290.

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Sumner, J., L. Bird, and H. Smith. Carbon Taxes: A Review of Experience and Policy Design Considerations. Office of Scientific and Technical Information (OSTI), December 2009. http://dx.doi.org/10.2172/970341.

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Niemann, R. C., J. A. Carson, N. H. Engler, J. D. Gonczy, and T. H. Nicol. SSC dipole log manget model cryostat design and initial production experience. Office of Scientific and Technical Information (OSTI), June 1986. http://dx.doi.org/10.2172/5626984.

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